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Thanks for your really helpful and prompt responses! I really appreciate it. My group has transitioned from discussing the game to making more concrete plans and discussing characters and setting. 

I've really enjoyed a some cultivation story content in the past, and I'm excited about the potential for playing a heaven defying wizard.

Also, from a design perspective I really respect the decisions to use more narrative positioning and powers as influenced by the group's consensus and conversation. It's, I think, going to make the experience really satisfying.

My group is trying to figure out something about the Inheritor's Heaven Defying Chance- if it's a cultivation method, do you automatically get a fine realm when you achieve the next realm, or should the cultivation method be made so that you can add lots of extra ingredients to it to make it easier to reach a higher quality? My partner is looking into that playbook, and we wanted to see what your intent was. 

Thank you so much for your time! 

so the HDC cultivation method's idea, which could potentially be explained better now that I think on it, is that it's got very significant and specific demands in terms of materials, but it gives you a fine realm without the need to hit the usual +3 threshold for fine-quality. so like, as long as you meet the required minimum quality for a breakthrough, it's automatically fine-quality without the need for any bonus materials or suchlike.

also i'm glad to hear that you like the game and are excited about it! thank you for your kind words! ^___^

once I had the idea to do Forged in the Dark xianxia, everything just started making sense immediately tbh. it sidesteps a lot of unnecessary and tedious attempts to quantify stuff that's fundamentally not quantifiable because the only thing that's really crucial is the internal logic of the fiction